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		<title><![CDATA[Latest posts for the thread "Empire cav list, advice please"]]></title>
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				<title>Empire cav list, advice please</title>
				<description><![CDATA[ Hi im starting a empire cav list (i hate the state troops look) and would appreciate some help <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> <br /> Captain with lance, full plate, shield and bard horse<br /> Sword of Justice 100pts<br /> Battle wizard <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 2 <br /> Holy relic 145pts<br /> 2*5 units of reiksguard 230pts<br /> 9 chosen knights with full command, banner of daemonslayer 324pts<br /> 10 handgunners 80pts<br /> 5 outriders champion and musician 124pts<br /> 1000pts]]></description>
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				<pubDate><![CDATA[Wed, 2 Sep 2009 15:20:39]]> GMT</pubDate>
				<author><![CDATA[ JonasE]]></author>
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				<title>Empire cav list, advice please</title>
				<description><![CDATA[ Given my personal experiences, I'd say that Empire cavalry is only usable as a support unit. Sure, maybe it can run over an artillery unit, but you don't need Knights for that, Pistoliers work better truth be told. The problem is that there are many things you don't have answers to in this list. An army full of knights is going to die horribly to things like Burning Alignment from a Lizardman Engine. Any enemy that doesn't break from the initial charge (like tomb kings, vampire counts, or any stubborn unit) will win combat over time, as you have no static resolution. The way to use Empire cavalry is best laid out by TVI style lists, using the cavalry as a flank charge onto units already tied up by your infantry blocks. Anything else just really doesn't work.<br /> <br /> With one cannon, 5 outriders, and 10 handgunners, you have just about enough shooting to annoy someone, but not do any serious damage with it.<br /> <br /> Lastly, I'm having a bit of trouble figuring out your format here, but it looks like you're trying to give a dispel scroll to your Captain. If so, that's not legal, as only Battle Wizards and Wizard Lords have access to arcane items from the Empire army book.]]></description>
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				<pubDate><![CDATA[Wed, 2 Sep 2009 15:35:35]]> GMT</pubDate>
				<author><![CDATA[ Malecus]]></author>
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				<title>Re:Empire cav list, advice please</title>
				<description><![CDATA[ And given MY personal experiences, knights own. With lances they charge with <span class="glossaryitem" onmouseover='gp(123);'>str</span> 5, 1+ save and probably in the flank (im an experienced tactician). My mage will have LoD, and if im lucky i`ll get Instill Fear (don`t remember the real name), my knights will cause either fearor terror. The big unit with inner circels will have <span class="glossaryitem" onmouseover='gp(123);'>str</span> 6 on the charge, cause terror and roll <span class="glossaryitem" onmouseover='gp(2);'>3D6</span> for pursuit. If i fight anything stubborn i will have a hard time, but hey, who doesn`t (retorical question). I like this list, and im keeping it a cav list even if it sucks, but thanks for the tips <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Wed, 2 Sep 2009 15:50:46]]> GMT</pubDate>
				<author><![CDATA[ JonasE]]></author>
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				<title>Re:Empire cav list, advice please</title>
				<description><![CDATA[ Quick thoughts:<br /> <br /> Remember, if you have a magic weapon, you have to use it.  No sense giving your Captain a lance, when you're paying for a magic sword.  Also, you cannot combine effects of two different weapons.  I'm assuming you're using the Sword of Justice to reroll your Captain's Lance attacks, right?  Anyway, over the Sword of Justice, get the Sword of Sigismund.  The overall effect of the Sword of Sigismund is simply better.  The Sword of Sigismund gives you a strength bonus, and always lets your Captain attack first.  Both solid bonuses for effective point cost.<br /> <br /> At 1000 points you can get away with a <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 1 wizard, saving yourself points.  Also, if you keep your wizard away from threats, you can save points by not getting him the holy relic.  If anything, your wizard should be getting a dispell scroll or two.  At 1000 points, having the ability to flat out deny your enemy a magic phase can be a serious potential.  The magic scrolls give you that ability... albiet you use them up as you dispel an enemy spell.<br /> <br /> Your two, minimalist units of knighs should have standards.  The +1 to <span class="glossaryitem" onmouseover='gp(173);'>CR</span> is awesome.<br /> <br /> On that same note, your unit of Inner Circle knights is too big.  You're paying for an upgrade you aren't using, as 4-5 of your knights are going to be in a back rank.  Inner Circle knights work best in unit sizes of 5 - 6, where they are all getting the higher strength attacks.  If you plan on putting your Captain in with your Inner Circle knights, you can drop the <span class="glossaryitem" onmouseover='gp(67);'>IC</span> unit base size down to 5, and give them full command.  With the points you save, you could even upsize your other knight units to 6 strong as well.<br /> <br /> Banner of the Deamonslayer is... okay.  You don't actually have the "Fear" trait, so it loses a lot of its potential.  It only gives you "Fear" when you successfully charge.  And that effect only lasts as long as the charge lasts.  If the <span class="glossaryitem" onmouseover='gp(67);'>IC</span> gets bogged into melee combat, they lose the temporary bonus the banner gives them.  A much better banner for your Inner Circle knights would be a simple War Banner, adding to their <span class="glossaryitem" onmouseover='gp(173);'>CR</span>.  With <span class="glossaryitem" onmouseover='gp(82);'>LD</span> 8, from the knights / captain, you should be alright against Fear / Terror checks.<br /> <br /> Over Outridders, get Pistoliers.  Both are Fast Cav, but the Pistoliers ability to move and shoot is considerably more potent than the muskets the Outriders have.  Any turn you move with the Muskets the Outridders have, you cannot shoot.  Thus, the Pistoliers can give you better harassment fire, support fire, and flank-charge fire, since the Pistoliers can shoot each turn.<br /> <br /> Lastly, for a cav list, the line of handgunners makes no sense.  They have no support, and are pretty much just going to stand around doing a whole lotta diddly, as, more than likely, any unit you'd want the handgunners to shoot at, you're already probably charging with your knights.  A better choice, instead of the handgunners, would be a 2nd, small detachment of Pistoliers.  Doing that would give you two flanker units, that can give you harassment fire, two knight units, and one anvil unit in the Inner Circle.<br /> <br /> Anyway, just some quick thoughts.<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 8 Sep 2009 15:50:00]]> GMT</pubDate>
				<author><![CDATA[ LtCraggs]]></author>
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				<title>Re:Empire cav list, advice please</title>
				<description><![CDATA[ sorry, i sold my empire army for 60 bucks, but thanks anyway <img src="/s/i/a/5c217f7a079a81c85feb45c988babf50.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Fri, 11 Sep 2009 16:23:01]]> GMT</pubDate>
				<author><![CDATA[ JonasE]]></author>
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				<title>Empire cav list, advice please</title>
				<description><![CDATA[ Just a thought, but why play empire for a themed army when brets excell in this style of play?<br /> You have units in the army taylored for every occasion, some great models, and an army by the same style.]]></description>
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				<pubDate><![CDATA[Fri, 11 Sep 2009 16:30:56]]> GMT</pubDate>
				<author><![CDATA[ JD21290]]></author>
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